WhiteCastle
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@ Cpt. Frostbite & Trapper Thanks a bundle for the info and the example scripts! Very Cool, and just what I needed.
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I've been messing with the NBC units and they're definately cool. Â I was wondering... If there is some way to script a small gas cloud or area to simulate contamination. Â IE: Checks to see if the NBC units have their masks on, and if not, damages them over time. or I guess what would be best is if the script checks to see if any unit has the NBC mask and if not kills/damages them (so that anyone caught in the poison w/o a mask would die). Â I only have a rudimentary scripting knowledge, so any help or examples in this department would be cool. Â
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Is there something in the mission that is required for these addons to work properly. I have some missing textures on the human laser gun. Very cool stuff! I like the HK, though it seems a little too ineffective against infantry.
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@Nephilim and other team members of this mod No problem, I didn't mean to sound like I was rushing you guys. I know its hard work to make even one little addon like a functioning rifle. It was mainly just a question of curiousity. Take all the time you need! There is no need to appologize If this mod is made carefully and at your own pace, it will be a truly incredible set when finished, so don't let us rush you.
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The Work In Progress screenshots are looking fantastic! Keep up the good work. I was wondering if the team was able to work out all the scripting and related issues for the Colonial Marine's special equipment and weapons. How are the flamethrowers, smart-guns, sentry guns, motion tracker, etc., coming along? At any rate, awesome work, and I know I'm not alone when I say I'm really anticipating this mod.
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US Civil War Mod ver.1.0 Beta Released
WhiteCastle replied to Triglav's topic in ADDONS & MODS: COMPLETE
Hooray! Excellent News! Looking forward to the new animations. Just got done testing out the new units in the addon pack, and I must say, the drummer, bugler, and new flag bearers really add to the atmosphere of the battles. -
US Civil War Mod ver.1.0 Beta Released
WhiteCastle replied to Triglav's topic in ADDONS & MODS: COMPLETE
In the thread for Sanctuary's new animations (for the pistol) it states that we should alter some entries in the config. I was wondering if someone might alter them accordingly and post a link to the new "correct" file that we need to use these excellent, era-fitting, animations. I know many of us are laymen, to use the term, and are pseudo-inept when it comes to understanding/making such alterations. ...and oh yeah, as it is the first time I've posted in this thread, I wanted to say what incredible work everyone who is involved in this project is doing. I'm amazed! Keep up the good work! -
I know I'm not the only one who would like to see a script for close/melee combat. Â It doesn't have to be fancy, just a simple script that will have units running the script close on targets in an array, then animate the attacker and deal the target damage. Â If anyone wants to undertake this script, I know a few people would love to use it to simulate bayonet charges.
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Questions on unified zombie mod
WhiteCastle replied to Zombie_Mod's topic in OFP : MISSION EDITING & SCRIPTING
@ Zombie_Mod I should have been more specific. I can't get the fallen victims to come back as zombies. I'm sorry I didn't explain better Thanks for your time. -
Questions on unified zombie mod
WhiteCastle replied to Zombie_Mod's topic in OFP : MISSION EDITING & SCRIPTING
I was hoping to make it through all of the zombie updates without getting stumped, but I finally have. If someone could PM me a simple example editor mission showing how the resurrect works, I'd be much obliged. Thanks in advance! -
There are plenty of people who are interested in the SST mod, we just don't have the skills to help out. The most I've ever done was personal mod texturing for a game called Freedom Force...hang in there, don't give up and maybe somebody will help out.
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Vampires/Undead Pack Beta Release
WhiteCastle replied to General Barron's topic in ADDONS & MODS: COMPLETE
Someone might be able to do something similar to the seagull flocks that fly above the boats in the fishing boat addon that Col Klink made. If they were bats instead of gulls it would look really eery to see a hoard of them flying above an old castle. -
Unified zombie pack release imminent
WhiteCastle replied to tracy_t's topic in ADDONS & MODS: COMPLETE
I wondered if anybody had thought about making that coffin addon we need for all these undead? Seems like it could boost the atmosphere. -
Vampires/Undead Pack Beta Release
WhiteCastle replied to General Barron's topic in ADDONS & MODS: COMPLETE
Great Work! I love the addons in this pack. Â Looking forward to next realease, as the "Boss" type vampire has peaked my interest. Â I agree that the jumping seems sporadic, but it's kinda cool that way, makes them unpredictable.